I apologize for the triple post, but I solved my issue and believe this should be updated for those looking for different lighting systems they can implement in their game.
When using alpha maps to remove shaded in areas with light, instead of using:
Code:
g.clearAlphaMap();
g.setDrawMode(Graphics.MODE_ALPHA_MAP);
.........draw your alpha map images for lighted areas
g.setDrawMode(Graphics.MODE_ALPHA_BLEND);
.........draw your tiles
g.setDrawMode(Graphics.MODE_NORMAL);
Which is good for having a black background behind everything and making only lighted tiles appear we can do the reverse of it and use:
Code:
g.clearAlphaMap();
GL11.glBlendFunc(GL11.GL_SRC_ALPHA, GL11.GL_ONE);
.........draw your alpha map images for lighted areas
GL11.glBlendFunc(GL11.GL_ONE, GL11.GL_DST_ALPHA);
.........draw black foreground image(s)/shaded in areas that appear in front of tiles
g.setDrawMode(Graphics.MODE_NORMAL);
This worked better for me, because I had 2.5D blocks rather than flat square tiles and the first method makes the tiles become transparent. Making them transparent showed the sides of the blocks next to them since they overlapped (the overlapping cubes are seen in the first posts to get what I mean). Not to mention I had many layers behind the cubes and it just made things complicated.
Now I just have to make the light images clip or fade when they are cut off by block walls.